Embodied Learning: physical engagement and digital tech integration
Embodied, for our purposes, means that the learner has initiated a physical gesture or movement that is well-mapped or linked to the content to be learned.
Star Viewing Apps
These are apps that provide an immersive and augmented viewing of the stars, planets, and sometimes even space stations or satellites! They allow students to recognize and experience the locations of various stars in relation to themselves. It’s a powerful tool that promotes questioning, deeper understanding, and engagement because students can rotate their devices to […]
Merge Cube
Merge Cube is an Augmented Reality square that applies realistic graphics and 3D models with which users can engage (available on iOS or Android) using both free and paid apps on a mobile device. Merge Cube, along with available apps, allows users to apply a different interface to their experience. Some apps are simple viewers […]
Tech Integration for Secondary Science (EDCP 467 – Junior Science)
Walking away from this afternoon’s session working with Secondary Jr. Science Methods TCs and their instructor Leslie Johnstone, I realized I hadn’t taken a single photo to help capture the engagement in the classroom. Ah, well, the moment will live in my brain at least ;D. Below are some promised links and notes about our […]
HP Reveal – Augmented Reality Platform
HP Reveal (previously known as Aurasma) is an augmented reality platform accessible via the web, mobile app, or as a software developer’s kit (SDK). Users upload “trigger” images and add overlays like images, video, 3D animations and sounds to them either through the web application or on their devices. Making your Auras public allows your […]